Immersion: The rule of Opposites [Gamer By Design]

The word “immersion” is thrown about every single day at video game companies and schools. In the industry, it basically means the idea of making a player feel as if they’re part of the experience (or simulation). In layman’s terms, it means they forget that they’re playing a game and “become” the character. They forget they are sitting in a living room. This is similar to watching a good film or play; you are entertained enough to be transported to another place. So here, in the mini-rant of the month, I’m gonna talk about two very broken techniques of immersion and why they don’t work. Number One, The Mute Lead I’ve worked on a few games in which it was decided that we would have a mute lead. The intent: This is intended to avoid forcing the voice upon the character you control, thus allowing you to be immersed as the character. The result: The result of this is that it’s jarring. Humans are accustomed to interactions, and to have the star of the show not talking makes them seem passive and strange. We’ll talk about the famous Holodeck from Star Trek fame below, but here’s the point. Unless you are actually walking around, touching things, and talking to people, you aren’t gonna somehow identify with that character because he doesn’t talk. This underestimates humans and all the complexities of their ability to communicate. It underestimates our emotional sensitivity to the ideas of identity and character. On the other hand, if you create a really interesting, well-wrought character as the lead, the player may identify with them because they share personality traits, because they want to be heroic or brash like that person, or because they think they’re funny. See what I mean? People...

5 Reasons I May Pass on Nintendo’s Wii U [Game On]

In case you haven’t heard, Nintendo is prepping to launch its next gen system, the Wii U.  Normally I run out and buy nearly every gaming system at launch.  I actually waited overnight in a tent to get a Nintendo Wii with my friend in 2006 and was enthralled with the new system.  However, this time around I have some reservations that are putting me off.  For starters… 1. The Controller While an iPad-like interface sounds good on paper, in practice I see nothing but a nuisance here.  Nintendo’s new controller is supposed to look like this- “But Josh, look at it!  It’s like something out of the future!  Imagine the possibilities!” I agree, it’s certainly forward thinking, but just because a piece of technology is advanced, that doesn’t make it ideal for its proposed application.  I’ve no doubt many cool things can and will be accomplished with this new interface, but I also see a lot of pitfalls that aren’t being addressed. For example, laying a tablet in your lap or resting it on your knee is comfortable enough, but holding it up like a game controller seems painful, especially for extended play sessions.  Comfort aside, how much will one of these beasts cost?  I was irritated enough at the repeated cost of controllers and nunchuks on the Wii, so how much will this set me back? If that weren’t enough, look at the features on this thing: built-in accelerometer, gyroscope, speakers, front-facing camera, sensor strip, microphone and a 6.2 inch (15.7 cm) 16:9 resistive touchscreen That’s a lot of features!  However, what kind of havoc will all of these goodies wreak on battery life?  If I want to gorge myself on Doritos while I’m on a 4-hour Castlevania tear will I even...